Game machine having wireless communication capability

ABSTRACT

A video game machine is provided with wireless functionality. The wireless functionality may be built-into the video game machine or may be provided by a device that is removably attachable to the video game machine. The wireless functionality enables, among other things, enhanced multi-player capabilities, the ability to receive video game updates, new game levels and new games.

CROSS-REFERENCE TO RELATED APPLICATIONS

[0001] This application is a divisional of application Ser. No.09/659,738, filed Sep. 11, 2000, which claims domestic priority inaccordance with the provisions of 35 U.S.C. Section 119(e) fromprovisional Application No. 60/158,045, filed on Oct. 7, 1999. Thecontents of provisional Application No. 60/158,045 are incorporatedherein in their entirety.

COPYRIGHTS PRESERVED

[0002] A portion of the disclosure of this patent document containsmaterial which is subject to copyright protection. The copyright ownerhas no objection to the facsimile reproduction by anyone of the patentdocument or patent disclosure as it appears in the Patent and TrademarkOffice patent files or records, but otherwise reserves all copyrightrights whatsoever.

BACKGROUND AND SUMMARY

[0003] This invention generally relates to a portable game machine and,more particularly, to a portable game machine that is selectivelyconfigurable for one or more different operations such as wirelesscommunications, global positioning, image capturing and combinationsthereof.

[0004] Over the years, portable (or hand-held) game machines have been(and continue to be) very popular. Typically, these portable gamemachines include a hand-held game machine housing a processing unit andassociated hardware for running a game program, and include a displayfor displaying images of the game. The game program itself is typicallycontained in a game program memory such as, for example, a semiconductormemory (e.g., ROM, EPROM, etc.) that is part of a removable cartridge.By storing the game program in a removable cartridge, the user canconveniently and easily change the game being played by simplyexchanging one cartridge with another, different cartridge containing adifferent game. Examples of portable game machines are the “Game Boy®”and “Game Boy® Color” products manufactured and sold by Nintendo ofAmerica Inc.

[0005] Generally, the functionality of conventional portable gamemachines of the type described above is directed to executing the gamethat is contained in the game program memory of a particular removablecartridge. In addition, these game machines are sometimes configured topermit games having a two-player mode to be played. In one suchimplementation, two portable game machines are connected together by acable. In another implementation, infrared communications between twoportable game machines are used. However, both of these implementationsrequire that the portable game machines be in physical proximity to eachother.

[0006] Thus, it would be desirable to provide a portable game machinethat provides enhanced multi-player capabilities through communicationswith other game machines, portable or otherwise. It would also bedesirable to provide a portable game machine to which game updates, newgame levels and new games can be easily communicated and to takeadvantage of the existing portable game machine hardware and userinterface as a basis for additional communications capabilities. Itwould further be desirable to provide these enhanced capabilities toother gaming systems such as console game machines that are connected toa user's television set.

[0007] In accordance with one aspect of the present invention, a globalpositioning system (GPS) cartridge is provided for use with a gamemachine having a game program executing processing system including amicroprocessor to execute a video game program and player controlsoperable by a player to generate video game control signals. The GPScartridge includes GPS circuitry configured to determine position basedon signals received from GPS satellites and a connector that, in use,electrically connects the GPS cartridge to the game machine so that theposition determined by the GPS circuitry is usable during execution ofthe video game program.

[0008] In accordance with another aspect of the present invention, agame machine is provided with radio circuitry configured to transmit andreceive messages via a paging system, a user interface enabling a userto provide inputs to the game machine, and a memory for storing messagecredits. A processing system is operable in response to user inputs totransmit messages via the paging system if sufficient message creditsare stored in the memory.

[0009] Still other features and advantages of the present invention willbecome more apparent from the following detailed description when readin conjunction with the accompanying drawings.

BRIEF DESCRIPTION OF THE DRAWINGS

[0010]FIGS. 1A-1C show an example portable (handheld) game machine.

[0011]FIG. 2 is an overall block diagram of the game cartridge and thegame machine shown in FIG. 1.

[0012]FIG. 3 illustrates a portable game machine and a pager selectivelyattachable to the portable game machine.

[0013]FIG. 4 illustrates a two-way paging system in which the presentinvention may be implemented.

[0014]FIG. 5A and 5B are block diagrams of example pager cartridges 100usable in the two-way paging system of FIG. 4.

[0015]FIGS. 6A-6J show various physical configurations of pagercartridge 100.

[0016]FIG. 7 is a conceptual block diagram of an interface for pagercartridge 100 when it is connected to game machine 10.

[0017]FIGS. 8A-8H show various screens that are part of the interfaceconceptually shown in FIG. 7.

[0018]FIGS. 9A-9C show various screens in PagerWorld.

[0019]FIG. 10 is diagram of an example bus multiplexer and addressdecoder usable in pager cartridge 100.

[0020]FIG. 11A illustrates sample conversations and FIG. 11B illustratessample chat codes.

[0021]FIGS. 11C-11N illustrate cards used for symbola.

[0022]FIGS. 12A and 12B show message cards usable with pager cartridge100.

[0023]FIG. 13 is a block diagram of a GPS cartridge 200.

[0024]FIGS. 14 and 15 are external perspective views showing thestructure of a digital camera cartridge 300.

[0025]FIG. 16 is an exploded view showing the digital camera cartridge300 of FIGS. 14 and 15.

[0026]FIG. 17 is a block diagram of a digital camera cartridge 300.

[0027]FIG. 18 is a block diagram of a read/write memory cartridge 400

[0028]FIGS. 19A-19C show example alternative compatible implementations.

DETAILED DESCRIPTION OF EXAMPLE EMBODIMENTS

[0029] The present invention is described in the context of exampleembodiments. However, the scope of the invention is not limited to theseparticular example embodiments. Rather, the example embodiments merelyserve to illustrate various principles and characteristics of thepresent invention.

[0030]FIGS. 1A, 1B and IC show an example portable (hand-held) colordisplay game machine (hereinafter, referred to simply as “game machine”)10 that displays game characters in color on a color liquid crystaldisplay (LCD) 16 when a color-ready game cartridge 12 is selectivelyinserted into a slot 18 (see FIG. 1C). The color LCD 16 displayscharacters using, for example, up to a maximum of 56 colors if thecolor-ready game cartridge 12 is inserted into the game machine 10. Gamemachine 10 may also be configured to receive monochrome game cartridges(not shown) and to display monochrome characters on LCD 16. Example gamemachine 10 may, for example, be a GameBoy® Color game machine, althoughit will be readily recognized that the features described below arereadily applicable to other portable game machines.

[0031] With reference to FIG. 2, game machine 10 includes color LCD 16as described above. Color LCD 16 is formed as a dot matrix display andis driven by LCD drivers 22 and 24 to display color images on itsscreen. LCD driver 22 selectively drives, for example, the rows of thedot matrix display and LCD driver 24 selectively drives, for example,the columns of the dot matrix display. LCD drivers 22, 24 are suppliedwith color image signals from a color display processing circuit 28included in a central processing unit (CPU) 26.

[0032] CPU 26 further includes a CPU core 30 that is connected to aninternal read only memory (ROM) 32 and an internal random access memory(RAM) 34. Internal RAM 34 is used as a work memory of CPU core 30. CPU26 further includes a basic oscillator 36. Basic oscillator 36 is formedof, for example, a quartz oscillator, and supplies an oscillating signalto a programmable frequency divider 38. Programmable frequency divider38 divides the oscillating signal from basic oscillator 36 in accordancewith frequency division data from CPU core 30, and supplies a dividedsignal as a clock of CPU core 30.

[0033] A connector 40 is connected to CPU 26 by an appropriate bus. Gamecartridge 12 shown in FIG. 1 is selectively attachable to connector 40.Game cartridge 12 is preferably in the form of a replaceable memorycartridge insertable into slot 18 of game machine 10. Game cartridge 12may be in the form of a plastic housing that encases a printed circuitboard. The printed circuit board has a connector defining a number ofelectrical contacts. When game cartridge 12 is inserted into slot 18 ofgame machine 10, the cartridge electrical contacts mate withcorresponding “edge connector” electrical contacts within game machine10. This action electrically connects the printed circuit boardcontained within the plastic housing to the electronics within gamemachine 10. In this example, the printed circuit board of game cartridge12 at least includes a read-only memory (ROM) 42 and a read/write memory(e.g., SRAM) 46. ROM 42 stores instructions and other informationpertaining to a particular video game. ROM 42 for one game cartridge 12may, for example, contain instructions and other information for anadventure game while the ROM of another game cartridge 12 may containinstructions and other information for a car race game, an educationalgame, etc. To play a game, a user of game machine 10 need only plug theappropriate game cartridge into slot 18 of game machine 10—therebyconnecting the cartridge's ROM 42 (and other any circuitry it maycontain) to game machine 10. This enables the game machine circuitry toaccess information contained with ROM 42 (and read/write memory 46),which information controls the game machine to play the appropriatevideo game by displaying images and reproducing sound as specified undercontrol of the ROM game program information. Read/write memory 46 isused to store data such as game backup data.

[0034] CPU 26 is supplied with operation signals from operating keys 48a-48 e. Operating key 48 a is used, among other things, to move a gamecharacter displayed on color LCD 16 in four directions, that is, upward,downward, right and left. Operating key 48 b is a select key that isused for, for example, game mode selection and the like. Operating key48 c is a start key that is used to start playing the game or totemporarily stop the progress of the game. Operating keys 48 d, 48 e arepush-button switches. By pushing operating keys 48 d, 48 e, it ispossible to cause various motions of the game characters displayed oncolor LCD 16, for example, a weapon use, a jump and the like. Operatingkeys 48 a-48 e are disposed in a forward surface of game machine 10 asshown in FIG. 1B. Operating keys 48 a-48 e are also usable in connectionwith various features described below. A key matrix (not shown) isprovided for sending CPU 26 the operation signals from operating keys 48a-48 e as controller data.

[0035] Batteries (not shown) (e.g., 2 AA batteries) provide power forgame machine 10. A power indicator LED 19 (see FIG. 1B) may dim as thebatteries lose their charge, thereby providing a visual indication tothe user that new batteries are needed. Game machine 10 may also beconfigured for connection to an AC adapter to permit extended usewithout batteries.

[0036] In accordance with the game program, character data supplied fromgame cartridge 12 and the controller data from operating keys 48 a-48 e,CPU 26 executes data processing and writes display data into a displayRAM 52, using an extended RAM 50 when necessary. The display RAM 52 hastwo banks, that is, a first bank and a second bank, and has, as a whole,a storage area that is greater than the display area of color LCD 16,thereby enabling a scrolling display upward and downward and/orrightward and leftward on the screen of color LCD 16. As a result of thedata processing by CPU 26, sound signals to be output are adjusted inlevel by volume controls 54 and 56, and then outputted to a speaker 58and/or an earphone jack 60. Sound signals output from speaker 58 and/orearphone jack 60 include game sound effects, voices and music.

[0037] Generally speaking, to use game machine 10 to play a game, a userselects a game cartridge 12 containing a desired video game, and insertsthat game cartridge into slot 18 of game machine 10, therebyelectrically connecting ROM 42 and other cartridge electronics to gamemachine 10. The user then operates a power switch 21 (see FIG. 1B) toturn on game machine 10 and operates operating keys 48 a-48 e to controlvideo game play. For example, depressing operating key 48 c may causethe video game to start playing. Actuating operating key 48 a may causeanimated characters to move on color LCD 16 in controllably differentdirections.

[0038] Additional features of game machine 10 may be found inapplication Ser. No. 09/321,201, filed May 27, 1999, now U.S. Pat. No.6,315,669, the contents of which are incorporated herein in theirentirety.

[0039] As will be explained in greater detail, cartridges other thangame cartridges are insertable into slot 18 of game machine 10. Oneillustrative example is a cartridge that houses the elements of atwo-way pager. Like game cartridge 12, the pager cartridge includes aplastic housing that encases a printed circuit board on which is mountedthe components of the pager. This printed circuit board of the pagercartridge has a connector defining a number of electrical contacts thatmate with the corresponding edge connector electrical contacts withinthe game machine 10 when the pager cartridge is inserted into the slotof the game machine. This electrical connection between the pagercartridge and the game machine permits the implementation of manyadvantageous features that will be described in greater detail below.

[0040] In an example implementation, the pager cartridge is itselfprovided with a slot for receiving a cartridge such as a game cartridge.The slot of the pager cartridge is provided with “edge connector”electrical contacts that mate with the electrical contacts of thecartridge inserted therein. In this way, a game cartridge 12 may be“piggy-backed” onto the pager cartridge when the pager cartridge isinserted into slot 18 of game machine 10. The edge connector electricalcontacts of the pager cartridge are connected via a bus to thoseelectrical contacts of the pager cartridge that mate with the edgeconnector electrical contacts of game machine 10. In this way, ROM 42 ofgame cartridge 12 (and any other circuitry game cartridge 12 maycontain) is electrically connected to game machine 10 and a user mayplay the game stored on game cartridge 12 even when the pager cartridgeis attached to game machine 10.

[0041] As will be further described below, cartridges including thecomponents of a global position system (GPS), or of a digital camera, orof a read/write memory may also be piggy-backed onto the pager cartridgewhen the pager cartridge is inserted into the slot of game machine 10.

[0042]FIG. 3 illustrates a pager cartridge 100 that is selectivelyattachable to game machine 10 via connector 40. Generally speaking,paging systems are well-known in the art. For example, with reference toFIG. 4, U.S. Pat. No. 5,805,077 discloses a two-way paging system 101that includes paging stations 103, paging terminals 105, public switchedtelephone network (PSTN) 107, paging receivers 109 and a pager 111.While only two paging terminals 105 are shown, a paging system mayinclude many paging terminals. Likewise, the number of other componentsof paging system 101 is merely illustrative.

[0043] Paging stations 103 are also referred to as base stations orpaging transmitters. In operation, callers who wish to page a systemuser use PSTN 107 to call the system user's pager telephone number. In asystem including pager-equipped portable game machines, a computer ofthe game content provider may be connected to PSTN 107. Alternatively,pages can be originated through a computer network directly connected toa paging terminal. The call is routed, perhaps through a plurality ofpaging terminals, from PSTN 107 to paging terminal 105 that formulates apage. The page is distributed over a communications network to each ofpaging stations 103. Paging stations 103 in turn transmit the pagethroughout the geographic coverage area of paging system 101. Forexample, the page may be broadcast over radio waves on a dedicatedfrequency. The paging system may operate using any well-known protocolsuch as Flex, ReFlex (e.g., ReFlex 25) or POCSAG.

[0044] If pager cartridge 100 is within the geographic coverage area ofpaging system 101, pager cartridge 100 receives the page and processesthe message embedded within the page. Generally, pager cartridge 100also includes a vibrating or beeping mechanism to inform the personcarrying the pager that he or she has received a message. Pagercartridge 100 may itself be configured to communicate messages (visuallyand/or aurally) to the user.

[0045] In accordance with one aspect of the present invention, pagercartridge 100 shown in FIG. 4 is provided as a pager cartridge 100 thatis insertable into slot 18 of game machine 10. Pager cartridge 100 isconfigured to transfer messages received over paging system 101 to gamemachine 10 when pager cartridge 100 is inserted into slot 18 of gamemachine 10. In this case, game machine 10 communicates (visually and/oraurally) the messages to the user. In some cases, the messages relate togame playing aspects of the game machine and such messages are used bygame machine 10 to update or modify certain of these game playingaspects as will be described in greater detail below.

[0046] In the two-way paging system, pager cartridge 100 is configuredto broadcast back to paging receivers 109 an acknowledgment signal thatinforms paging terminal 105 that the page has been successfullyreceived. Pager cartridge 100 may also initiate other types of messagesthat are unsolicited and are not acknowledgments for received messages.Various examples of these messages will be described in greater detailbelow.

[0047]FIG. 5A is a generalized block diagram of one example pagercartridge 100. Pager cartridge 100 includes an antenna 130 connected toa conventional radio section 132 for receiving and sending messages.While certain features of the system described below utilize thecapability of pager cartridge 100 to send messages, it will be apparentthat not all features depend on this capability and the presentinvention is not limited to the use of a two-way pager cartridge. Thus,the present invention contemplates that a one-way pager cartridge may beutilized in some implementations. Notification circuitry 134 providesnotification to the user that a message has been received. Notificationcircuitry 134 may be implemented as a vibration circuit that iscontrolled by control circuit 136 to vibrate when a message is received.Notification circuit 134 may alternatively or additionally beimplemented as a beeper circuit that is controlled by control circuit136 to beep when a message is received. As suggested, notificationcircuit 134 may in fact comprise a number of different elements fornotifying the user that a message has been received. A user mayselectively enable/disable the notification circuit 134 using inputcircuitry 138. Control circuit 136 controls a display driver 140 tocause display 142 to display received messages. Display 142 may be aliquid crystal display and may be provided with backlighting, ifdesired. Because pager cartridge 100 is connectable to game machine 10for communicating messages, display driver 140 and display 142 may beomitted or simplified. A power supply 144 such as one or more batteriessupplies power to the components of pager cartridge 100 requiring power.The connections of power supply 144 shown in FIG. 5 are for illustrativepurposes only and the need for power by the components of the pager andthe manner of supplying the needed power thereto will be readilyapparent to those of ordinary skill in the art. Pager cartridge 100 mayalso be provided with an indicator (not shown) for indicating the powersupply level, thereby prompting the user when, for example, newbatteries are needed. Alternatively or in addition, a periodic beep(e.g., every 30 minutes) may be generated and output by speaker 149 whenthe power supply level decreases below a certain level.

[0048] Pager cartridge 100 includes a memory 145 for storing softwareused in the pager operations, including at least some of the variousoperations described below. It is of course possible to store thesoftware for implementing at least some of these operations in thememory of game machine 10. However, storing such software in memory 145of pager cartridge 100 facilitates use of the pager cartridge withexisting game machines. Memory 145 also stores other data such asavailable message unit data (message credits), persona character data,messages, etc. Memory 145 may be a combination of read/write and readonly memory. Finally, memory 145 may store one or more video gameprograms that are executable by CPU 26 of game machine 10. Game machine10 may execute video game programs (including those stored in memory145) in accordance with one or more instructions contained in receivedmessages.

[0049] Pager cartridge 100 is provided with first and second connectors146 and 148. First connector 146 is configured to permit pager cartridge100 to be selectively attached and electrically connected to gamemachine 10 via the connector 40 of game machine 10. In this way, theelectronic components of the pager cartridge are accessible to andcontrollable by CPU 26 of game machine 10 and data (including messages)can be communicated between pager cartridge 100 and game machine 10.Second connector 148 permits game cartridges, read/write memorycartridges, digital cameras cartridges, GPS cartridges and the like tobe electrically connected (“piggy-backed”) to pager cartridge 100 and,via connector 146 of pager cartridge 100, to game machine 10.

[0050]FIG. 5B is a block diagram of another example pager cartridge 100.The example pager cartridge of FIG. 5B includes:

[0051] a connector 900,

[0052] a pass-through connector 902,

[0053] a battery (power source) 904,

[0054] a power converter 906,

[0055] a game machine interface 908,

[0056] a mask ROM 910,

[0057] a codec/DSP section 912,

[0058] bandpass filter, RF mixer and dual PLL section 914,

[0059] crystal 916,

[0060] transmitter 918,

[0061] receiver 920, and

[0062] antenna 922.

[0063] Connector 900 connects the pager cartridge to portable gamemachine 10. Pass-through connector 902 provides a connection to theportable game machine for game cartridges piggy-backed onto the pagercartridge. This allows CPU 26 of game machine 10 to access game programsstored in the piggy-backed game cartridges so that games can be playedeven when the pager cartridge is inserted into slot 18 of game machine10. Game machine interface 908 interfaces game machine 10 to thecommunication circuitry of the pager cartridge and the mask ROM 910 ofthe pager cartridge. Mask ROM 910 stores various programs that areloaded into the main memory map of the portable game machine. Theseprograms are described in greater detail below. Codec/DSP 912 sectionencodes/decodes and processes messages transmitted and received by thepager cartridge. Bandpass filter, RF mixer and dual PLL 914 sectionfilters and upconverts/downconverts messages transmitted and received bythe pager cartridge. Transmitter 916 transmits messages via antenna 922and receiver 918 receives messages via antenna 922. Battery 904 providespower for the components of the pager cartridge and power converter 906converts the power from battery 904 to a level suitable for applicationto the pager cartridge components. Crystal 916 is used to generate aclock signal usable by bandpass filter, RF mixer and dual PLL section914.

[0064] Example transmitter 916 has the following characteristics:

[0065] Frequency bands: 896-902 MHz

[0066] Transmit power-1 watt

[0067] Bit rate-9600 bps

[0068] Channel spacing-12.5 kHz

[0069] Frequency stability-0.5 PPM

[0070] Signaling-FSK

[0071] Example receiver 918 has the following characteristics:

[0072] Frequency bands: 929-941 MHz

[0073] Channel spacing: 25 kHz

[0074] Bit rate: 6400 bps

[0075] Signaling: FSK

[0076] Pager cartridge 100 is operable in AWAKE, SLEEP, and OFF modes.In AWAKE mode, full pager cartridge functionality is available. In SLEEP(non-display) mode, pager cartridge 100 has limited functionality, butdoes operate to receive messages (e.g., marketing information, gameinformation, customer-solicited information, un-solicited information).In OFF mode, pager cartridge 100 is powered down and no functionality isavailable. The paging system operator (service provider) maintainsmessages for pager cartridge 100 for a predetermined period of time(e.g., 72 hours). If the user does not place the pager cartridge in theSLEEP mode or the AWAKE mode within 72 hours, the messages will be lost.

[0077]FIGS. 6A-6R show various example physical configurations of pagercartridge 100. FIG. 6A shows a front perspective view of pager cartridge100 and FIG. 6B shows a rear perspective view of pager cartridge 100.FIG. 6A shows connector 146 for connecting pager cartridge 100 to gamemachine 10 and a user interface 163. As shown most clearly in FIGS. 6Cand 6D, pager cartridge 100 may be provided with a protective flap 167that is moveable between an open position (shown in FIG. 6C) and aclosed position (shown in FIG. 6B). When protective flap 167 is in theopen position, a slot 169 is accessible for, in use, receiving gamecartridges, read/write memory cartridges, digital camera cartridges, GPScartridges and the like. FIG. 6D shows a game cartridge 12 positioned inthe slot 169. By “piggy-backing” a game cartridge 12 onto pagercartridge 100, a user can use game machine 10 to execute a game programcontained on game cartridge 12 even while pager cartridge 100 isattached to game machine 10. This “piggy-back” configuration also allowsfor different activities to be performed simultaneously (e.g., pagingactivities and the playing of games). For example, while a player usesthe game machine to play a game contained on the game cartridge, pagercartridge 100 can receive messages such as, for example, stock pricequotations or sports scores. These messages may be displayed to playerduring game play (e.g., by a scrolling or overlaying a message (or a“re” line of a message) across display 16 of game machine 10).Alternatively, an indication (such as a graphical message icon) may beprovided on display 16 of game machine 10 to indicate to the player thata message has been received. The player can then decide, for example, tosuspend (or end) game play and view the message. After the message hasbeen viewed, suspended game play may be resumed. FIG. 6E shows a pagercartridge 100 having the physical configuration shown in FIGS. 6A-6Dconnected to game machine 10. FIGS. 6F-6J are wire drawings showingvarious physical implementations of pager cartridges 100 connected togame machine 10.

[0078] As noted, the “piggy-back” configuration allows a player to playa game contained on a game cartridge 12 while pager cartridge 100 isconnected to game machine 10. In the case in which a read/write memorycartridge is “piggy-backed” to game machine 10 via pager cartridge 100,game machine 10 can read/write data such as high score data, suspendedgame settings and the like from/to the read/write memory cartridge.Similarly, in the case in which a digital camera cartridge is“piggy-backed” to game machine 10 via pager cartridge 100, digitalimages may be captured by the camera and used by game machine 10 and/ortransmitted as a message using pager cartridge 100. If the digitalcamera cartridge is configured to capture sounds, these captured soundsmay be used by game machine 10 and/or transmitted as a message usingpager cartridge 100. Of course, a separate “sound card” may be“piggy-backed” to game machine 10 via pager cartridge 100.

Example Operations

[0079] A pager-equipped portable game machine may include (but is notlimited to) the following features:

[0080] a plug-in two-way pager,

[0081] sending and receiving of alphanumeric pages,

[0082] sending and receiving of e-mail messages,

[0083] receive broadcasts such as news broadcasts,

[0084] allow playing of pager-compatible games (e.g., network games),

[0085] provide real time clock and calendar,

[0086] play mini-games,

[0087] creation of personal persona, and

[0088] playing of conventional games.

[0089] In accordance with one example, pager cartridge 100 provides atwo-way paging device that has the ability to receive messages fromother users in the paging system as well as from the paging systemoperator. The pagers in the system are individually and collectivelyaddressable to and from standard telephones, PC-Internet, facsimilemachines and other pagers. Messages from the paging system operator maybe sent to all users in the paging system, to certain groups of users inthe paging system or to a particular user in the paging system. Thesystem operator messages may be transmitted during off-peak messaginghours (such as night-time) when air time and bandwidth are less of atransmission issue and more cost-effective. The system operator messagesmay include by way of example, but not limitation, mini-games, specialgame levels, sample games, game tips and hints, system operatorinformation, general game news, advertising, and promotionalinformation. Other messages may include e-mail, stock price quotations,sports scores, news updates, and customer-requested information (e.g.,top movies of the week, top songs of the week).

[0090] Apart from traditional paging functions, pager cartridge 100 canbe used in game playing. It will be appreciated that the system operatordoes not necessarily generate the game playing content. The systemoperator may simply provide the paging infrastructure on a contractbasis with the game content provider. The game content provider may be agame marketer, a game developer, a game retailer, a game equipmentmanufacturer, or licensees of any or all of these.

[0091] Two illustrative, but non-limiting, applications of pagercartridge 100 to game playing are in Multiple User Dungeon (MUD) gamesand virtual pets. Generally speaking, MUDs are Internet-based on-lineexploration and quest games in which an open-ended number of playerssimultaneously exist in the same game world, sharing experiences andadventures. MUD games exist in all genres, from fantasy to sciencefiction and all point in-between, and come in countless formats fromtext-based to fully graphical. Some currently popular Internet MUDsinclude Ultima Online (Electronic Arts/Origin), Everquest (Sony 989Studios), Darkness Falls (Gamestorm/AOL/Kesmai) and Cosrin (AOL). WhileMUDs vary greatly in appearance and content, MUDs generally share thefollowing key components:

[0092] Exploration and adventure

[0093] Chat and community interaction

[0094] Character growth

[0095] Perpetual, dynamic worlds that grow, adapt and change

[0096] In one implementation, the user of pager cartridge 100 becomes aplayer in what will be referred to hereinafter as PagerWorld, a virtualcommunity for the network of all users having pager cartridges 100.Players are represented in PagerWorld by a “persona character” and it isthis character that all other PagerWorld players will see, for example,when messages are received. Over time, this persona character willbecome ever more unique to the particular player. As players interactwith other players in PagerWorld (e.g., by sending messages and playinggames), players will share the fin and excitement of discovering newitems, skills and appearances as their persona characters gainexperience.

[0097] Players read and send messages from the main PagerWorld screen,this screen serving as “communication central.” From this screen, theplayer can choose a portal and actually step into a nation-wide orworld-wide community of other PagerWorld players. PagerWorld is the hubfor communications, becoming a central meeting place to find friends andshare messages. Visually, it can be thought of as a carnival midwaywhere players walk their persona characters in a world featuringattractions and sideshows. Players can find pen-pals, view messageboards, check high-score lists and play games with others. PagerWorldalso contains games and quests with prizes for victorious personacharacters.

[0098] Via downloads from the system operator at regular intervals, newareas of PagerWorld may open, revealing new games and quests. Playerscan explore new lands and find items or powers for their personacharacters that will be unique to them. PagerWorld can be implemented ina manner that emphasizes the growth and daily care of a player's personacharacter. The player can care for his/her persona character as he/shewould care for a virtual pet, as well as participate with others toimprove the skills and add to the virtual possessions of the personacharacter.

[0099]FIG. 7 is a conceptual block diagram of an interface for pagercartridge 100 when it is connected to game machine 10. Turning on pagercartridge 100 when it is connected to game machine 10 takes the playerto a main PagerWorld screen 200. This screen is the starting point forevery user session. First, the player is greeted by his/her personacharacter. The representation of the persona character may be present oneach screen throughout the session. The persona character may in fact bethe featured element on the screen and function as a sort of “pager”tour guide.

[0100]FIG. 8A shows an illustrative, but non-limiting, implementation ofthe main screen 200. Along with the player's persona character 202, mainscreen 200 includes a dialog box 204 informing the player about thenumber of incoming, unread messages and other status indicators and fouricons 206, 208, 210 and 212. Icon 206 (“My Persona”) is a face; icon 208is a book (“Pager Lingo”); icon 210 is an unopened envelope (“MessageCenter”); and icon 212 is a globe (“PagerWorld”). These icons providethe player four choices.

[0101] Selecting book icon 208 (e.g., via appropriate manipulation ofone or more of operating keys 48 a-48 e) brings the user to a screen 220shown in FIG. 8B. Screen 220 permits the user to review their dictionaryof words and symbols. Players can trade word symbols, build phrases anddecode messages. This “personal language” is important to communicationbetween players of PagerWorld. Players can create encoded messages aswell as use symbols to represent entire phrases, hence streamliningtheir messaging and reducing message costs. Icons 222 and 224 permit theuser to create associations between words/phrases (e.g., phone) andsymbols (e.g.,

). The symbols may, for example, be symbols obtained from messages, fromthe memory of the game machine or from a read/write memory cartridge ora game cartridge piggy-backed onto pager cartridge 100. The words orphrases may be generated using, for example, a virtual keyboarddisplayed on display 16 of game machine 10 and selections made using oneor more of operating keys 48 a-48 e.

[0102] Selecting an unopened envelope icon 210 brings the user to ascreen 230 shown in FIG. 8C. Screen 230 is the “Message Center” andpermits users, among other things, to read their messages and to composeand send new messages. The Message Center screen features a window 232that lists unread messages. Selecting a message takes the user to a ReadMessage screen 250 shown in FIG. 8D. Message Center screen 230 containsfour icons: a File Cabinet icon 234; a Quill icon 236; an Address Bookicon 238; and an Account Meter icon 240. Selecting File Cabinet icon 234takes the user to a File Cabinet screen 270 shown in FIG. 8E; selectingQuill icon 236 takes the user to a Compose Message screen 290 shown inFIG. 8F; and selecting Address Book icon 238 takes the user to anAddress Book screen 309 shown in FIG. 8G.

[0103] Account Meter icon 240 is a graphical representation of theuser's account balance. As messages are sent, this meter will decline.As new message time (“airtime” or “message credits”) is purchased (aswill be described in greater detail below), the meter will increaseaccordingly. Of course, the meter is but one way of displaying dataindicative of the user's account balance and it will be apparent thatother textual and graphical representations may be used. A graphical ortextual reminder to obtain additional message credits may be generatedon display 16 of game machine 10 when the user's account balancedecreases below some predetermined amount.

[0104] Read Message screen 250 is shown in FIG. 8D. When a message isselected from Message Center screen 230, the contents of the messageappear, along with the user's persona character and “handle” of theperson that sent the message. Throughout the Message Center operations,the displayed icons generally remain consistent. However, when a useraccesses Read Message screen 250 to read a message, a Trash Can icon 252also appears. Trash Can icon 252 allows users to discard messages theydo not wish to keep. The system may, if desired, be configured toprovide a message archiving feature in which a user may archive messagesto a read/write memory cartridge piggy-backed into pager cartridge 100.

[0105] File Cabinet screen 270 is shown in FIG. 8E and is similar inappearance to main Message Center screen 230. File Cabinet screen 270displays a list of saved messages. In some implementations, the savedmessages may be organized by topic. Selecting a message opens up themessage in Read Message screen 250 of FIG. 8D.

[0106] Compose Message screen 290 is shown in FIG. 8F and permits a userto construct a message by choosing letters or by selecting symbols fromhis/her dictionary of lingo symbols using icons 222 and 224. As notedabove, letters may be chosen using a combination of a virtual keyboarddisplayed on display 16 of game machine 10 and user inputs via operatingkeys 48 a-48 e. A “Send To” window 292 allows the user to choose to whomthe message will be sent. Users can type in another user's handle orchoose from the listings in their address book.

[0107] A “Send Message” icon 294 also appears and allows the user tosend the composed message using the radio circuitry of pager cartridge100.

[0108] Address Book screen 309 is shown in FIG. 8G and provides alisting of other users by their handles. Next to each handle is thepersona character of the other user as it appeared on his/her lastcommunication with the user.

[0109] With reference again to Main Screen 200 shown in FIG. 8A,choosing Face icon 206 takes the user to a “My Persona” screen 330 shownin FIG. 8H. Here, a user may customize his/her persona character tohis/her liking. A Bag icon 332 may be selected to show the user his/herinventory of items that can be purchased or discovered onmini-adventures. A Coin icon 334 shows the number of coins that the userhas collected over time. The system also includes a “Handle Maker”option that permits a user to alter their face (i.e., hair, node, eyes,mouth, etc.). This capability may be implemented so that it can beaccessed only at “boot-up” or it may be implemented so that it isaccessible at all times via the interface. The player can simply choosewhat items he/she would like to be wearing and how he/she would likehis/her persona character to look. As the persona character gainsexperience, hence coins and possessions, its look will become ever-morecustomized. Any time the user sends a message, his/her persona characterappears alongside the message on the other user's screen. It is evenpossible to customize the persona character using image data obtainedwith a digital camera cartridge.

[0110] Again with reference again to Main Screen 200 shown in FIG. 8A,selecting Globe icon 212 from Main Screen 200 transports the user'spersona character into PagerWorld. The implementation shown in FIGS. 9Aand 9B is a top-down view into a city in which the player can freelyroam. At the center of PagerWorld is the “Midway.” The Midway is astretch of road that features several buildings. Players can move theirpersona characters through PagerWorld using operating keys 48 a-48 e,for example, and enter buildings freely. Illustrative, but non-limitingexamples of buildings that may be included in PagerWorld include:

[0111] The Newscenter—This building permits a player to view news fromthe service provider and to customize the amount and/or type of newsdownloaded to the pager cartridge by the system operator, for example,each night.

[0112] The Hub—This building is a place to learn the names of otherplayers and strike up a pen-pal communication.

[0113] The Store—This building permits the player to purchase variousitems for the persona character such as hats and clothing.

[0114] The Gaming Center—The building permits players to meet and playgames, view high scores, etc.

[0115] As noted, this list of buildings is intended to be illustrative,not limiting. The full design of PagerWorld will generally incorporatemany other elements to take full advantage of the system in order tocreate a community feel.

[0116] At regular intervals, PagerWorld is updated. In oneimplementation, these PagerWorld updates are communicated to pagercartridge 100 via night-time downloads when pager cartridge 100 is inSLEEP mode. When this occurs, new areas are made available for theplayer to “adventure” within. These side-quests or mini-adventures allowplayers to explore in order to collect coins and acquire unique itemsand skills. These new areas may become a permanent part of PagerWorld ormay be available for limited periods of time (e.g., one week, one month,etc.).

[0117] The game design for the mini-adventure may take the form ofstand-alone RPG/adventure and a series of transmissions in the form of“choose-your-path” multiple-choice decisions. The player moves throughthe new areas in search of the proper path to the best possible ending,with their decisions shaping how the adventure unfolds.

[0118] For example, suppose when a player of PagerWorld wakes up andconnects pager cartridge 100 to game machine 10, he/she is informed by amessage that the “Haunted Castle” is now open in PagerWorld. Uponentering PagerWorld using the above-described interface, the playerwould notice that a new pathway had opened up, leading straight to aspooky tower on the outskirts of the midway as shown in FIG. 9C. Duringthe course of the adventure, the player might encounter a fire monsterthat stands before a critical juncture. The action taken by the playerat this point may depend on the situation and the experience of thepersona character (e.g., does the persona character possess a watersword to slay the beast?). Depending on these factors, the player maycontrol his/her persona character to fight, flee or use some item in theplayer's possession. The player makes a choice and sends it back to thesystem operator via pager cartridge 100 in the form of a message. Theconsequences of the player's decision are sent back in a message fromthe system operator via pager cartridge 100 and the adventure continues.Each adventure generally comprises a predetermined number of messagesbetween the player and the system operator (e.g., 8-10). There areseveral possible endings, some yielding coins, others yielding items orother surprises. The adventures may also incorporate the followingillustrative, but non-limiting, ideas:

[0119] A limited number of the “best awards” per new adventure (e.g.,only 20 players will win the special item)

[0120] Teamwork-based adventures requiring input from multiple playerswith complementary skills

[0121] Tile-based worlds require small downloads. The tiles alreadyexist within pager cartridge 100 or game machine 10.

[0122] Additional “adventure paks” could be sold, containing new tilesets, sounds and item graphics.

[0123] When the portable game machine and the attached pager cartridgeare turned on, the main PagerWorld screen 200 is displayed. The userscan then go to different places (i.e., send a page, read news, playgames) as described above. In an example implementation using the pagercartridge shown in FIG. 5B, these programs are stored in ROM 910. Theprograms and their I/O portions are loaded into the memory map ofportable game machine 10 so as to be accessible to CPU 26 of portablegame machine 10. Game machine interface 908 interfaces between pagercartridge 100 and portable game machine 10. When a game cartridge ispiggy-backed onto pager cartridge 100, users can play the gameindependently via pass-through connector 902. This capability may beprovided using a switching mechanism that enables appropriatecommunication of signals between portable machine 10 and the gamecartridge when the game cartridge is piggy-backed onto pager cartridge100. An example of such a switching mechanism that includes a modecontrol circuit 990, an address decode circuit 992 and a bus multiplexer994 is shown in FIG. 10. During game play using a non-pager-compatiblegame cartridge, if pager cartridge 100 receives an incoming message, theuser is notified. The users can then retrieve the message bydisconnecting the game cartridge from pager cartridge 100. During gameplay using a pager-compatible (“pager-aware”) game cartridge, incomingpages may be processed or responded to immediately.

Example Intervention

[0124] The portable game machine equipped with a pager cartridge asdescribed above has the ability to wirelessly intervene in a video gameeither by result of a player solicitation or an unsolicited action fromanother player (using a similar pager-equipped portable game machine) onthe fly—wherever the portable game machine is operational. Because is a“message” is not real-time, but delayed time, the interventions aremagical, fun and, by nature, unpredictable. Interventions allow playersto equalize skills in games, making games more competitive.Interventions can be solicited or unsolicited. An illustrative solicitedintervention is a player requesting help from a friend playing the samegame. A player could, for example, request a ladder to climb a wall togain a prize or level or request more ammunition to fight enemies. Anillustrative unsolicited intervention is multiple players playing thesame game and sending “messages” to each other to disrupt game play andslow competitors down. A player could, for example, destroy a bridgethat a heroic game character must cross to rescue a princess (therebyforcing another player to use another route). A player could blow up anammunition dump, depriving a competitor of ammunition needed to win abattle (forcing the competitor to change game tactics in order tosurvive).

[0125] The element of consequences to a solicitation adds additionalintrigue for users—players have to determine the value of what they willget for what they must trade in. Solicited interventions may, forexample, have a consequence (or cost) associated to it. For example, ifa player requests a ladder, the player could trade an item for theladder or give up coins. In the case of unsolicited interventions, agame can have hidden “supplies” available only for interventions inorder to add more fun, complexity and mystery to the game. To discourageabuse, game supplies could be restricted to a quota of interventions perlevel or game to reduce messaging costs to player.

[0126] The use of intervention requires that players know each other'saddress and are playing the same game. Typically, this is relativelysimple for users to coordinate. Games may be provided with built-incapabilities to send and receive interventions from pager-equippedportable game machines even though they may be great distances from eachother. Similarly, this technique could be used in “guest” games, whereplayers may be blind to each other. They would have to identify eachother by address in order to play. This could be accomplished by abulletin-board service and player sign-up roster. Additionally, a gamecontent provider could intervene in games automatically by havingbackground pager messages generated by players during game play that aresent to the game content provider. These messages would result in a“tactical” return message from the game developer that would “magically”modify their game. This element of surprise can be challenging, fin andrewarding for players. To avoid unwanted message charges that mightresult from such background messages, the user is preferably permittedto enable/disable this capability and/or to set some limit to the numberof such messages that is generated during game play. This limit may beon a per game basis (e.g., 10 total background messages for the game), aper game level basis (2 background messages for each level of the game),a per game playing session basis (e.g., 2 background messages each timea user plays the game) or a real time basis (e.g., 3 background messagesper week).

Example Embedded Game Codes and Tactics

[0127] Embedded game codes, characters and information provideopportunities for outside assistance, changes and actions. The result isfeatures that extend game longevity, add to player enjoyment andincrease playability.

Player Identification/Address

[0128] Pager compatible games played with pager-equipped portable gamemachines may be configured to automatically capture a player's addressand persona information. The ability to capture and transmit a player'saddress and persona information can enable communications (e.g., to andfrom other players, to and from a game content provider, etc.) that are(or appear to be) on an individual basis.

Moves

[0129] Programmers can embed special moves and items that can only beactivated by “messaging” and expand game play options. These specialmoves/items will have value that could increase game scores or otherrewards. This option can replace or supplement traditional game codesthat are normally posted in guide books and web sites. For example,special messages from a game content provider may activate specialdesirable/undesirable moves or items encouraging players to leave theirpagers on overnight to receive the “mysterious” special messages.

Levels and Paths

[0130] As with moves, new levels and paths can be secretly stored toenhance game play, increase scores and rewards. Levels could beactivated by messages from a game content provider.

Characters

[0131] Programmers can build in secret characters that can only beturned on by a message from a game content provider. These characters,after activation, could be captured and traded to other friends betweenpager-equipped portable game machines or by a game link cable. The newcharacters could have special powers to help players overcome obstaclesin the game. For example, to gain access to levels or get important gameinformation, users could use a special character. When the user tries toaccess this level without the special character, a message may appear ineither a hint or riddle to indicate to players that they must obtain anduse the special character to gain access.

Auto-Messaging

[0132] With the ability to capture user information, as players playtheir pager-compatible games, background messages could be sent to agame content provider or to other players as they progress through thegames. If such messages are sent to a game content provider, the gamecontent provider could respond uniquely and directly to players. Thiscreates opportunities for the game content provider to interveneappropriately at various stages of the game to insert changes, tasks orcharacters and to enhance game play. Two or more people playing the samegame could have different game experiences at the same time.

[0133] As mentioned above, to avoid unwanted message charges that mightresult from such background messages, the user is preferably permittedto enable/disable this capability and/or to set some limit to the numberof such messages that is generated during game play.

What Next?

[0134] This feature provides an opportunity or ability for players torequest help from a game content provider. This is essentially anon-line “help” option—and at the end of the game, users would see ifthey finished without getting any help at all. For example, a “Help”sign post could exit throughout (or at certain times during) a game.When the user clicks on the “Help” sign post, they could get informationabout the best route to follow, how to defeat the enemy, etc.

[0135] Randomly Hidden Collectibles

[0136] Hidden collectibles can be put into the game that are activatedby messages, both solicited and unsolicited. These could be traded withfriends and competitors. Some collectibles could be dangerous to gameplay, others beneficial. A random (or seeded) process may be used forthe characters. Thus, not all game would have the same capability toreceive characters or adventures. This would encourage players tomessage other players to receive or get rid of desirable/undesirablecollectibles. This enables the creation of a wireless tradingcommunity-users could trade information across a room or across a state.

[0137] The use of embedded codes, characters and information offers aunique opportunity for game content providers to create value-addedentertainment in games, thereby enhancing the enjoyment of games by theplayers. Hidden collectibles also add a wireless dimension to tradingand collecting. A game's life can be extended and repeat experiencesavoided by adding new activities, characters and levels into games. Theelement of surprise, and communications with other players and the gamecontent provider, helps players become involved in the gaming experienceby maintaining a high level of enjoyment and challenge.

[0138] The use of embedded codes is also applicable to modemapplications. However, the use of such codes with a pager-equippedportable game machine offers a spontaneous—across the room to across thenation—interactive gaming experience. A modem hook-up requires theportable game machine (an inherently portable device) be treated as ahardwired product. The pager-equipped portable game machine describedherein does not have such limitations. It can be used almost anywhere,keeping the game machine portable all the time.

Messages

[0139] The system also enables bi-directional transmission of messageswith images and sound bytes to other pagers in the network using, forexample, a digital camera cartridge in combination with a pagercartridge. The image and sound data may be compressed/decompressed inaccordance with well-known compression/decompression techniques to moreeffectively utilize the available bandwidth.

[0140] Libraries of words, phrases, sound bytes and standard graphicelements (e.g., hearts, spades, a boat) supplemented by user-generatedcustom libraries of words, phrases and graphics add to the speed, easeand fun of messaging by introducing emotions and images into“conversations”. FIG. 11A illustrates examples of conversations usingpagers in accordance with the present invention. It can be seen that byusing “coding”, the length of the messages may be reduced. Since messagecharges are generally based on the number of characters in the message(by way of illustration, not by way of limitation, $0.0625 for 10characters), the use of coding to reduce message length can reducemessage charges. FIG. 11B illustrates sample chat codes. Again, it canseen that the use of some of these chat codes reduces the number ofcharacters in a message, thereby reducing message charges.

[0141] The codes may be used to develop a “language” and to create a“grammar” for that language. The language and/or grammar may be uniqueto two users or two some small group of users and permits communicationof messages that will only be understood by the users with knowledge ofthe language and grammar. One way of developing this language and/orgrammar is using symbola as will be explained in greater detail below.

[0142]FIGS. 11C-11E show examples of symbola on cards that may bedistributed or sold (e.g., at retail outlets) to those wishing tocommunicate using symbola. It is also possible to generate “on-line”cards that may be downloaded and printed out using a user's personalcomputer. To enhance collectability or desirability, the cards may beprovided with themes (e.g., Western, Asian, Ancient Egypt, etc.) orother graphics. The card of FIG. 11C shows an upwardly directed arrowthat means “You”; the card of FIG. 11D shows an ear that means “Ear or“Hearing”; and the card of FIG. 11E shows a downwardly directed arrowthat means “Me” or “I”. The cards can be viewed as constituting part ofa symbola dictionary.

[0143] Certain symbols may be added to each of the symbola to change orvary its meaning. For example, these added symbols may make the symbolaan adjective or may make the symbola indicative of a feeling, an actionand the like. Examples of such added symbols are shown in FIGS. 11F-11H.With reference to FIG. 11F, positioning a star (*) at the upper leftcorner of the upwardly directed arrow changes the meaning of “You” to“Your” or “To You”. With reference to FIG. 11G, positioning a star (*)at the upper left corner of the ear changes the meaning of “Ear” or“Listen” to “To Hear” or “To Listen”. With reference to FIG. 11H,positioning a star (*) at the upper left corner of the downwardlydirected arrow changes the meaning of “Me” or “I” to “Mine” or “To Me”.Each of the cards shown in FIGS. 11F-11H provides examples of messagesthat include one or more of the symbols shown on the cards. For theexample cards shown in FIGS. 11F-11H, the messages are “Listen YourHeart” and “I hear you”. It will be apparent that other symbols may bepositioned around the symbola to change or vary the meaning of thesymbola. For example, a question mark (?) positioned at the upper rightcorner of the symbola may indicate “sounds like”.

[0144] The meaning of a symbola may also be determined by its color.FIGS. 11I-11K show cards that illustrate symbola for the words “light”,“she” and “he”, respectively. FIGS. 11L-11N show cards that illustratehow the meaning of the symbola for “light”, “she” and “he” can bechanged by changing the color of the symbola. Thus, with reference toFIG. 11L, the symbola in the card of FIG. 11I means “light”, “idea” or“smart” if the color of the symbola is yellow, light blue or red,respectively. With reference to FIG. 11M, the symbola in the card ofFIG. 11J means “she”, “hers” or “female” if the color of the symbola ispink, dark blue or red, respectively. With reference to FIG. 11N, thesymbola in the card of FIG. 11K means “he”, “his” or “male” if the colorof the symbola is pink, gold or purple, respectively.

[0145] In the pager cartridge of FIG. 5B, the symbola may be stored inROM 910. Some or all of the symbola may be available for use at alltimes. In certain cases, stored symbola must be activated by, forexample, the entry of a particular activation code. This code may, forexample, be provided on the scratch-away portions of the cards shown inFIGS. 11F-11H and FIGS. 11L-11N. Entry of these codes may activate thesymbola and/or may activate the symbols used to vary or change themeaning of the symbola. In other implementations, the entry of theactivation code can initiate a pager message to the game contentprovider that requests transmission of particular symbola to be added tothe already on-board symbola. The game content provider then transmits amessage (or messages) that communicates the requested symbola to thepager cartridge and the symbola are stored in a read/write memory of thepager cartridge from where they are accessible by the user to composemessages.

Message Cards

[0146] Pager cartridge 100 may be pre-configured with a certain accountbalance (expressed either as a particular number of message units or aparticular amount of money), thereby permitting a player to use pagercartridge 100 immediately after purchase. An activation routine via oneor more messages communicated between the system operator and theplayer's pager cartridge may be implemented so that the pagercartridge's unique hardware identification is logged into the system.Upon a successful execution of the activation routine, pager cartridge100 operates immediately without any paperwork, advance payments orcommitments on the part of the player.

[0147] As players send messages, the message meter (message credits) isautomatically decremented. The amount that the meter is decremented isgenerally based on the length of the messages that are sent. When thepager cartridge message meter approaches empty, players are alerted(e.g., by a visual message) that their message meter must be refreshed.

[0148] In one implementation, a player may refresh or add to the accountbalance by purchasing message cards such as a message card 400 shown inFIGS. 12A and 12B. The message card may be sold at retail outlets andhas a particular card value (e.g., $5.00). The player scratches awayportion 402 of message card 400 to expose a uniquely encrypted number.Generally speaking, while the particular application of cards havingscratch-away portions that reveal numbers, graphics, etc. for providingmessage units for a pager cartridge is believed to be novel, cardshaving scratch-away portions are known and available from, for example,Scientific Games. The player then enters the number or other code intopager cartridge 100 (e.g, via a virtual numeric keypad displayed ondisplay 16 of game machine 10). This number or other code (or some dataderived from this number) is then sent as part of a message to thesystem operator. The system operator logs the particular card as used sothat it may be voided in the master inventory of cards. If anappropriate acknowledgment is received by pager cartridge 100 from thesystem operator in response to this message, the account balance withinpager cartridge 100 is then set to a level equal based on the cardvalue, plus any existing account balance. As mentioned above, the systemoperator does not necessarily generate the content communicated usingthe pager system and thus may not be the seller of the message cards.Thus, for example, the seller of the message cards may make anarrangement with the system operator to provide the various servicesdescribed herein. In this case, it is possible that the master inventoryof message cards may be maintained by the card seller and, in this case,provision would be made for communication between the system operatorand the card seller in order to log particular cards as used.

[0149] In still another implementation, a reader or scanner for readingcredit card information or information on a message card (e.g., amagnetic strip or bar codes) may be used to increment an accountbalance.

[0150] The message cards may be designed as collectibles by providingthem with certain graphics or other indicia.

[0151] Of course, other methods of incrementing the account balance ofpager cartridge 100 may be implemented. For example, a player (or theplayer's parent, guardian or relative) might provide the system operatorwith credit card information (via telephone, facsimile, e-mail orregular mail, for example) and the system operator may generate amessage including account balance “credit” data for incrementing theaccount balance. In some implementations, the player (or the player'sparent, guardian or relative) might have a contract with the systemoperator that provides for a certain amount of credit to be periodicallyadded to the account balance (e.g., monthly) via messages sent from thesystem operator. In other implementations, players may receive “frequentmessage units” as an award for reaching certain predetermined messageunit levels or even for achieving certain levels in game play. Frequentmessage units may also be provided in connection with other purchasesmuch like frequent flier miles are awarded for using credit cards. Thus,for example, a player who stays at a particular hotel for a certainnumber of nights may be awarded a certain number of message units thatare usable for incrementing the player's account balance. Of course,even in these arrangements, message cards may be used to supplement theaccount balance and it would still be possible for a player to use pagercartridge 100 without entering into a contract with the system operatoror signing up for a frequent message unit program.

[0152] Still another technique for incrementing a player's accountbalance involves the purchase of a message card that has a two-partnumber or code. The card retailer communicates the first part of thenumber or code to the system operator via, for example, the Internet, adirect phone connection, etc. The user subsequently enters the secondpart of the number or code into pager cartridge 100 by, for example, avirtual keypad displayed on display 16 of game machine 10 and theappropriate manipulation of operating keys 48 a-48 e. This number orcode (or some data derived from the this number or code) is communicatedto the system operator as part of a message from pager cartridge 100. Ifan appropriate acknowledgment is received by pager cartridge 100 fromthe system operator in response to this message, the account balancewithin pager cartridge 100 is then set to a level equal based on thecard value, plus any existing account balance. The two-part code ornumber reduces the number of digits or characters that must be enteredby the user of the pager cartridge and therefore simplifies the useroperations involved with incrementing the number of message creditsstored in the memory of pager cartridge 100. In this particulartechnique, the first part of the number or code may be encoded as a barcode printed on the message card or may be encoded onto a magneticstripe formed on the message card. The second part of the number or codemay be revealed by scratching away a scratch-away portion of the messagecard. In this way, the message card retailer can user a bar code readeror a magnetic stripe reader to obtain the first part of the number orcode, thereby simplifying the retail process.

[0153] Pager cartridge 100 is also configured to receive messages thatturn off (disable) the cartridge and/or prohibit or limit access tocertain features such as PagerWorld. Such messages may be sent, forexample, to problem users.

[0154] Pager cartridge 100 can be an integral component of interactivegames that rely on hand-held game machines and/or game consolesconnected to televisions. For example, a message (e.g., a game move orinstruction) can be received by pager cartridge 100 connected to gamemachine 10. The move or instruction contained in the message can beutilized by a game program executed by game machine 10 or can betransmitted via a serial or infrared link to another portable gamemachine and/or to a game console connected to a television. Thiscapability maximizes mobility as well as the economies of game-playing.Thus, players who have a portable game machine configured with a pagercartridge can share information with those players who do not have sucha configuration.

[0155] The following provides a functional description summary of theabove and other functions:

[0156] A. Messaging (alphanumeric, graphic, custom, standard, sound,broadcast)

[0157] Two-way or one-way

[0158] 1. Broadcasts to all pagers

[0159] 2. Carbon copy messages (group messages)

[0160] 3. Download simple games and game levels

[0161] 4. Digital camera picture transmission (with/without sound)

[0162] 5. Messages plus sound bites

[0163] 6. Erase all messages or selective messages

[0164] 7. Protect messages (selective or all)

[0165] 8. Oversize message alert (sender)

[0166] 9. Message time stamping (paging service provider)

[0167] 10. Last address redial

[0168] 11. Save messages when pager powered off

[0169] 12. Send messages to numeric and/or alpha pagers

[0170] 13. Auto correction of garbled messages

[0171] 14. Overhead messages

[0172] meter renewal request

[0173] meter renewal acknowledgment

[0174] pager first time activation and confirmation

[0175] ability to change pager address remotely via paging service

[0176] issue credits for non-completed messages via paging service

[0177] 15. Messages to and from Internet, telephones and pagers

[0178] 16. Introduction of location finder service under E-91 1conditions

[0179] 17. Global Positioning System mapping

[0180] B. Dictionaries, Directories and Libraries

[0181] 1. Standard words and phrases (e.g., fifty entries)

[0182] 2. Custom words and phrases (e.g., twenty entries)

[0183] 3. Standard graphics and symbols (e.g., twenty-five entries)

[0184] 4. Custom graphics and symbols (e.g., ten entries)

[0185] 5. Custom address book (e.g., ten entries+portable memorycartridge)

[0186] 6. Standard audio library with sounds, word/phrases (male andfemale versions/voices) (e.g., fifteen entries)

[0187] 7. Built-in instructions and player help information

[0188] 8. Pager frequently asked questions

[0189] 9. Multiple musical options for message received alert audio

[0190] C. Features

[0191] 1. On screen keyboard

[0192] 2. User password (PIN) device access protection

[0193] 3. Message storage (e.g., 24 hours+, paging service provider)

[0194] 4. Scheduled message release (paging service provider, if nointernal clock)

[0195] 5. Memory full indicator

[0196] 6. Scrolling indicator and scrolling of messages

[0197] 7. Message time-stamping and return address

[0198] 8. Reminder alerts

[0199] 9. Portable message/game storage (portable memory cartridge)

[0200] 10. Accessible and updateable message meter

[0201] 11. Accessible signal strength meter or indicator

[0202] 12. Pager general capcode identification (paging company)

[0203] 13. Pager device specific capcode extension (paging company)

[0204] 14. Power on switch

[0205] 15. Silent vibrator mode

[0206] 16. Audio mode (from musical alter options library)

[0207] 17. Belt clip

[0208] 18. Signal kill button

[0209] 19. Low battery beep (30 minute intervals)

[0210] 20. Internal real time clock

[0211] 21. Memory: read only and read/write

[0212] 22. Game machine compatibility

[0213] 23. Connectivity to other portable game machines and/or gameconsoles through hardwire or infrared connection

[0214] 24. Connectivity to personal computer through hardwire orinfrared connection

[0215] D. Message cards

[0216] 1. Manufactured to state lottery security standards

[0217] 2. Individual serialization

[0218] 3. Non-sequential encrypted message meter activation codes

[0219] 4. Dynamic database message card tracking system

[0220] 5. Unique activation message cards to start meter and registerdevice on system

[0221] 6. Artful designs to create user collectible message cards

[0222] 7. Management of an optional monthly subscription program

[0223] Further features include:

[0224] “Messages” are easily constructed from a dictionary of words

[0225] Phrases can be augmented and created by users to reflect theirpersonal communication styles, i.e., users will likely develop their owncodes when messaging among friends

[0226] Messages are composed by “pointing and clicking” using anon-screen keyboard or electronic dictionaries. Users have the ability tocreate their own address books to quickly transmit to friends and family

[0227] Digital images can be exchanged and optionally supplemented bysound bites from a sound dictionary

[0228] A belt hook accessory to easy transport

[0229] Pager device may be bundled with introductory message card

[0230] permits immediate use of pager at time of purchase

[0231] activation logs in the pager devices' unique hardwareidentification (capcode) to the paging system

[0232] pager operates immediately without any paperwork, advancepayments or commitments

[0233] Design message cards to be collectible (e.g., Pokemon characters)

[0234] Message cards are uniquely encrypted and serialized to insurepositive inventory control, preventing multi-use and counterfeiting

[0235] Exact card status is maintained by validating all cards enteredby users into their pagers (may be accomplished by accepting cardvalidation messages into a database before authorizing individual pagermessage meter increments).

Example Piggy-Backed Cartridges

[0236] As described above, physically, pager cartridge 100 is astand-alone accessory device, powered by its own power source (e.g.,batteries), which can receive messages even when it is not attached togame machine 10. Notification circuitry 134 of pager cartridge 100notifies the user that a message has been received, thereby promptingthe user to attach pager cartridge 100 to game machine 10 via thecorresponding connectors in order to view the received messages. Whenpager cartridge 100 is inserted into the game cartridge slot of gamemachine 10 for connection thereto, game machine 10 automaticallyactivates a display of messages on the display thereof in accordancewith the operating software stored in the memory of the pager. As notedabove (see FIGS. 6C and 6D), pager cartridge 100 itself includes abuilt-in cartridge slot to accept game cartridges or other accessories(such as read/write memory cartridges, a digital camera, etc.), therebyenabling game play or digital camera operations while pager cartridge100 is attached to game machine 10. The use of blank read/write memorycartridges can be used to augment internal memory for storing largemessages (e.g., images) and to accept and store mini-games, game levels,messages, game hints, tips, high scores, etc. for later viewing or use.These read/write memory cartridges also permit the sharing of games andgame information among game players.

Example GPS Cartridge

[0237] As mentioned above, a global positioning system (GPS) cartridgeis also selectively insertable into the slot of game machine 10 or intothe slot of pager cartridge 100. GPS is a satellite-based radionavigation system developed and operated by the U.S. Department ofDefense (DOD) and permits users to determine their three-dimensionalposition, velocity, and time. GPS utilizes satellites that are arrangedin orbits such that at any time a minimum of six satellites will be inview to users anywhere in the world. The satellites continuouslybroadcast position and time data. The GPS cartridge includes, amongother things, an antenna, a receiver, a demodulator, and a controlcircuit that allows the user to receive the GPS satellite broadcasts andcompute his/her precise position, velocity and time based onmeasurements of the user's distance from the group of satellites inspace. More specifically, each GPS satellite transmits an accurateposition and time signal. The circuitry of the GPS cartridge measuresthe time delay for the signal to reach the receiver, which is the directmeasure of the apparent range to the satellite. Measurements collectedsimultaneously from four satellites are processed to solve for the threedimensions of position, velocity and time.

[0238]FIG. 13 is a block diagram showing the components mounted on aprinted circuit board contained within a plastic housing of a GPScartridge 200. These components include a receiving antenna 203, a GPSreceiver 205, a GPS demodulator 207, a GPS control circuit 209, a memory211, and an interface 213. The radio waves transmitted from GPSsatellites are received by GPS receiver 205 through antenna 203, andinformation carried by the radio waves, namely, time and satelliteposition is demodulated by GPS demodulator 207 and supplied to GPScontrol circuit 209. GPS control circuit 209 generates user positioninformation (longitude, latitude and altitude) on the basis of thereceived information. Memory 211 contains the control program usable bycontrol circuit 209 for calculating the user position information basedon the received information. Memory 211 is also usable by controlcircuit 209 for storing data during the position calculations and duringother operations performed by control circuit 209. Memory 211 willgenerally comprise a read only memory portion and a read/write memoryportion. Memory 211 may also store one or more video game programs thatare executable by CPU 26 of game machine 10. Game machine 10 may executevideo game programs (including those stored in memory 211) in accordancewith position information calculated by GPS control circuit 209.

[0239] Interface 213 provides for communication between the GPScartridge 200 and portable game machine 10. Example GPS cartridge 200includes electrical contacts provided on the edge of the printed circuitboard contained within the plastic housing of GPS cartridge 200. Theseelectrical contacts mate with the corresponding edge connectorelectrical contacts within game machine 10 when GPS cartridge 200 isinserted into the slot of game machine 10 and with the correspondingedge connector electrical contacts within pager cartridge 100 when GPScartridge 200 is inserted into the slot of pager cartridge 100. In thisway, GPS cartridge 200 may be electrically connected with game machine10 and/or pager cartridge 100 whereby, for example, user positioninformation may be communicated to game machine 10 and/or pagercartridge 100. GPS cartridge 200 may optionally be provided with adisplay and/or speaker (not shown) for communicating the positioninformation to the user. A power supply 215 such as replaceablebatteries supplies power to the components of GPS cartridge 200.

[0240] GPS cartridge 200 may itself be provided with a slot into whichother cartridges such as game cartridges, pager cartridges, read/writememory cartridges, etc. are insertable. The slot contains edge connectorelectrical contacts that are configured to mate with electrical contactsof the game cartridges, pager cartridges, read/write memory cartridges,etc. Thus, it will be appreciated that other cartridges may be“piggy-backed” onto GPS cartridge 200.

Example Digital Camera Cartridge

[0241] A digital camera cartridge is also selectively insertable intothe slot of game machine 10 or into the slot of another cartridge suchas pager cartridge 100. The digital camera cartridge is usable tocapture images, which images may then be transmitted to others via anoperation using paging cartridge 100. By way of example, but notlimitation, one digital camera cartridge suitable for use in connectionwith the present invention is described in application Ser. No.09/430,169, filed on Oct. 29, 1999, now U.S. Pat. No. 6,435,969, thecontents of which are incorporated herein in their entirety. The digitalcamera cartridge of application Ser. No. 09/430,169 will be referencedherein as digital camera cartridge 300 and will now described withreference to FIGS. 14-17.

[0242]FIGS. 14 and 15 are external perspective views showing thestructure of digital camera cartridge 300. FIG. 16 is an exploded viewshowing that digital camera cartridge 300 includes a camera portion 330,a camera supporting portion 331, and a cartridge body portion 341.Camera portion 330 is shown as including an image detecting device 333that is encased by generally spherical case 332 having a front portion332 f and a rear portion 332 r. The front portion 332 f of sphericalcase 332 includes a front panel 321 in which an opening 320 is providedfor allowing images to be incident on a lens (not shown) of imagedetecting device 333. Support portion 331 comprises a camera supportingbody 310 and a fixed supporting body 312. Support portion 331 isconfigured to rotatably support camera portion 330 such that cameraportion 330 is rotatable between a “forward-looking” direction (i.e.,the direction of the outward normal from the outer surface of a frontportion 341 f of cartridge body portion 341) and a “rearward-looking”direction (i.e., the direction of the outward normal from the outersurface of a rear portion 341 r of cartridge body portion 341). Supportportion 331 further supports camera portion 330 so that the anglebetween the optical axis and the outward normal from the outer surfaceof front portion 341 fA of cartridge body portion 341 when the cameraportion is positioned in the forward-looking direction is between about10 to 45° and is preferably about 15°. In this way, for example, cameraportion 330 is conveniently oriented to detect and capture the face of auser watching display 16 of game machine 10.

[0243] As most clearly seen in FIG. 15, an opening 361 is formed at thelower portion of digital camera cartridge 300. Digital camera cartridge300 houses a printed circuit board 342 on which is mounted a nonvolatilesemiconductor read-only memory (e.g., ROM, EPROM, etc.) and a read/writememory (e.g., RAM or other temporary memory). A plurality of terminals343 is arranged on the lower portion of printed circuit board 342 toelectrically connect components mounted on the board to connector 40 ofgame machine 10 or to the connector of another cartridge into whichdigital camera cartridge 300 is inserted. Terminals 343 are connected tothe electrical components mounted on printed circuit board 342 in asuitable circuit pattern.

[0244] Digital camera cartridge 300 can be used to capture images ofother persons and objects, and these images are displayed on display 16.By providing a predetermined input to game machine 10 via somecombination of one or more of operating keys 48 a-48 e, the imagedisplayed on display 16 may be stored in the read/write memory ofdigital camera cartridge 300. If digital camera cartridge 300 ispiggy-backed into a pager cartridge 100, the images stored in theread/write memory of digital camera cartridge 300 may be transmitted toothers using the radio circuitry of pager cartridge 100 in response tosome other predetermined input to game machine 10 via some othercombination of one or more of operating keys 48 a-48 e.

[0245]FIG. 17 is a block diagram showing that the electrical structureof digital camera cartridge 300 includes camera portion (image detectingdevice) 333, a ROM 345, a format converting processing circuit 356, anda shot image temporary storage RAM (hereinafter referred to as “imageRAM”) 357 for storing captured images. ROM 345 includes a game programstorage area 345 a similar to the ROM used in game cartridge 12, and ashot image write/read control program storage area 345 b. Game programstorage area 345 a stores one or more video game programs and shot imagewrite/read control program storage area 345 b stores an image writeprogram that is usable by format converting processing circuit 356 toformat convert image data captured by camera portion 330 and then towrite the format-converted image data to image RAM 357. Program storagearea 345 b also stores an image read program usable to read image datastored in image RAM 57. ROM 345 may also store imagecompression/decompression routines that utilize any conventionalcompression/decompression algorithms.

[0246] Like the above-described pager cartridge 100 and GPS cartridge200, digital camera cartridge 300 may itself be provided with a slotinto which other cartridges such as game cartridges, read/write memorycartridges, etc. are insertable. The slot contains edge connectorelectrical contacts that are configured to mate with electrical contactsof the game cartridges, read/write memory cartridges, etc. Thus, it willbe appreciated that other cartridges may be “piggy-backed” onto digitalcamera cartridge 300.

Example Read/Write Memory Cartridge

[0247] A read/write memory cartridge 400 is also insertable into theslot of game machine 10 or into the slot of another cartridge such aspager cartridge 100, GPS cartridge 200, or digital camera cartridge 300.FIG. 18 is a block diagram of a read/write memory cartridge 400 thatincludes a read/write memory 402 and an interface 404 for electricallyconnecting the read/write memory cartridge to game machine 10 (or othercartridge). Read/write memory 402 is usable for storing various types ofdata including game score data, image data captured by a digital cameracartridge 300, message data received by a pager cartridge 100. In thecase of image data and message data, one or more read/write memorycartridges may be used to “archive” images or messages by, for example,piggy-backing the read/write memory cartridge onto a digital cameracartridge 300 or a pager cartridge 200 and then transferring images andmessages thereto in response to predetermined user inputs to operatingkeys 48 a-48 e of game machine 10.

[0248] The present invention may also be applied to other wirelesstechnologies such as GSM (Global System for Mobile Communications) andWAP (Wireless Application Protocol). Many of the features of theinvention (e.g., intervention, embedded game codes and tactics) areapplicable to wired connections (e.g., via modem). Of course, in thecase of a portable game machine, a wired connection limits mobility—aninherent advantage of a portable game machine. Nonetheless, the benefitsderived from intervention, embedded game codes and tactics, etc. interms of increased enjoyment of game playing can outweigh the mobilitylimitations.

[0249] Although the above description is in terms of a portable gamemachine, it will be apparent that the principles of the presentinvention may be adapted to other types of game machines including gameconsoles such as the N-64 available from Nintendo of America or asdescribed in application Ser. No. 09/643,981, filed Aug. 23, 2000.

[0250] In addition, while the pager cartridge, GPS cartridge, anddigital camera cartridge are shown as add-on devices to an existing gamemachine, it is possible to incorporate some or all of the circuitryneeded to implement the above-described operations in the game machineitself (portable or otherwise).

Other Example Compatible Implementations

[0251] Certain of the above-described system components could beimplemented as other than the portable game machine 10 described above.For example, one could run graphics application or other softwarewritten for the system on a platform with a different configuration thatemulates the system or is otherwise compatible with it. If the otherplatform can successfully emulate, simulate and/or provide some or allof the hardware and software resources of portable game machine 10, thenthe other platform will be able to successfully execute the software.

[0252] As one example, an emulator may provide a hardware and/orsoftware configuration (platform) that is different from the hardwareand/or software configuration (platform) of the system. The emulatorsystem might include software and/or hardware components that emulate orsimulate some or all of hardware and/or software components of thesystem for which the application software was written. For example, theemulator system could comprise a general-purpose digital computer suchas a personal computer, which executes a software emulator program thatsimulates the hardware and/or firmware of the system. The emulator couldalso comprise a personal digital assistant (PDA) that simulates thehardware and/or firmware of the system. An emulator may execute the gamesoftware so that a particular game functions and/or appears somewhatdifferently from how it functions and/or appears on its intendedplatform. Thus, the emulator may show a color game in monochrome or aplay a game without its accompanying sound. Emulation as used herein isintended to include emulation that results in these and other suchdifferences in functions and/or appearance.

[0253] Some general purpose digital computers (e.g., IBM or MacIntoshpersonal computers and compatibles) are now equipped with 3D graphicscards that provide 3D graphics pipelines compliant with DirectX or otherstandard 3D graphics command APIs. They may also be equipped withstereophonic sound cards that provide high quality stereophonic soundbased on a standard set of sound commands. Suchmultimedia-hardware-equipped personal computers running emulatorsoftware may have sufficient performance to approximate the graphics andsound performance of the system. Emulator software controls the hardwareresources on the personal computer platform to simulate the processing,graphics, sound, peripheral and other capabilities of the portable gamemachine platform for which the game programmer wrote the game software.Similarly, PDAs running emulator software may have sufficientperformance to approximate the graphics and sound performance of thesystem.

[0254]FIG. 19A illustrates an example overall emulation process using ahost platform 1201, an emulator component 1303, and a game softwareexecutable binary image provided on a storage medium 42. Host 1201 maybe a general or special purpose digital computing device such as, forexample, a personal computer, a laptop computer, a palm-top computer, avideo game console, a portable game machine, a personal digitalassistant, an internet appliance, a set-top box, or any other platformwith sufficient computing power. Emulator 1303 may be software and/orhardware that runs on host platform 1201, and provides a real-timeconversion of commands, data and other information from storage medium42 into a form that can be processed by host 1201. For example, emulator1303 fetches “source” binary-image program instructions intended forexecution by portable game machine 10 from storage medium 42 andconverts these program instructions to a target format that can beexecuted or otherwise processed by host 1201.

[0255] As one example, in the case where the software is written forexecution on a platform using an IBM PowerPC or other specific processorand the host 1201 is a personal computer using a different (e.g., Intel)processor, emulator 1203 fetches one or a sequence of binary-imageprogram instructions from storage medium 1305 and converts these programinstructions to one or more equivalent Intel binary-image programinstructions. The emulator 1203 also fetches and/or generates graphicscommands and audio commands intended for processing by the graphics andaudio processor 114, and converts these commands into a format orformats that can be processed by hardware and/or software graphics andaudio processing resources available on host 1201. As one example,emulator 1303 may convert these commands into commands that can beprocessed by specific graphics and/or or sound hardware of the host 1201(e.g., using standard DirectX, OpenGL and/or sound APIs).

[0256] An emulator 1303 used to provide some or all of the features ofthe video game system described above may also be provided with agraphic user interface (GUI) that simplifies or automates the selectionof various options and screen modes for games run using the emulator. Inone example, such an emulator 1303 may further include enhancedfunctionality as compared with the host platform for which the softwarewas originally intended.

[0257]FIG. 19B illustrates one example emulation host system 1201suitable for use with emulator 1303. System 1201 includes a processingunit 1203 and a system memory 1205. A system bus 1207 couples varioussystem components including system memory 1205 to processing unit 1203.System bus 1207 may be any of several types of bus structures includinga memory bus or memory controller, a peripheral bus, and a local bususing any of a variety of bus architectures. System memory 1207 includesread only memory (ROM) 1252 and random access memory (RAM) 1254. A basicinput/output system (BIOS) 1256, containing the basic routines that helpto transfer information between elements within personal computer system1201, such as during start-up, is stored in the ROM 1252. System 1201further includes various drives and associated computer-readable media.A hard disk drive 1209 reads from and writes to a (typically fixed)magnetic hard disk 1211. An additional (possible optional) magnetic diskdrive 1213 reads from and writes to a removable “floppy” or othermagnetic disk 1215. An optical disk drive 1217 reads from and, in someconfigurations, writes to a removable optical disk 1219 such as a CD ROMor other optical media. Hard disk drive 1209 and optical disk drive 1217are connected to system bus 1207 by a hard disk drive interface 1221 andan optical drive interface 1225, respectively. The drives and theirassociated computer-readable media provide nonvolatile storage ofcomputer-readable instructions, data structures, program modules, gameprograms and other data for personal computer system 1201. In otherconfigurations, other types of computer-readable media that can storedata that is accessible by a computer (e.g., magnetic cassettes, flashmemory cards, digital video disks, Bernoulli cartridges, random accessmemories (RAMs), read only memories (ROMs) and the like) may also beused.

[0258] A number of program modules including emulator 1303 may be storedon the hard disk 1211, removable magnetic disk 1215, optical disk 1219and/or the ROM 1252 and/or the RAM 1254 of system memory 1205. Suchprogram modules may include an operating system providing graphics andsound APIs, one or more application programs, other program modules,program data and game data. A user may enter commands and informationinto personal computer system 1201 through input devices such as akeyboard 1227, pointing device 1229, microphones, joysticks, gamecontrollers, satellite dishes, scanners, or the like. These and otherinput devices can be connected to processing unit 1203 through a serialport interface 1231 that is coupled to system bus 1207, but may beconnected by other interfaces, such as a parallel port, game port Firewire bus or a universal serial bus (USB). A monitor 1233 or other typeof display device is also connected to system bus 1207 via an interface,such as a video adapter 1235.

[0259] System 1201 may also include a modem 1154 or other networkinterface means for establishing communications over a network 1152 suchas the Internet. Modem 1154, which may be internal or external, isconnected to system bus 123 via serial port interface 1231. A networkinterface 1156 may also be provided for allowing system 1201 tocommunicate with a remote computing device 1150 (e.g., another system1201) via a local area network 1158 (or such communication may be viawide area network 1152 or other communications path such as dial-up orother communications means). System 1201 will typically include otherperipheral output devices, such as printers and other standardperipheral devices.

[0260] In one example, video adapter 1235 may include a 3D graphicspipeline chip set providing fast 3D graphics rendering in response to 3Dgraphics commands issued based on a standard 3D graphics applicationprogrammer interface such as Microsoft's DirectX 7.0 or other version. Aset of stereo loudspeakers 1237 is also connected to system bus 1207 viaa sound generating interface such as a conventional “sound card”providing hardware and embedded software support for generating highquality stereophonic sound based on sound commands provided by bus 1207.These hardware capabilities allow system 1201 to provide sufficientgraphics and sound speed performance to play software stored in storagemedium 62.

[0261] An emulator 1303 used to provide some or all of the features ofthe video game system described above may also be provided with agraphic user interface (GUI) that simplifies or automates the selectionof various options and screen modes for games run using the emulator. Inone example, such an emulator 1303 may further include enhancedfunctionality as compared with the host platform for which the softwarewas originally intended.

[0262]FIG. 19C illustrates another example emulation host system 1201′suitable for use with emulator 1303. The emulation host system in FIG.19C is generally configured along the lines of a personal digitalassistant such as those available from Palm Inc., Handpsring, Inc. andSony and running an operating system such as Windows CE, EPOC or PalmOS.Typically, such personal digital assistants provide capabilities for adiary/scheduler, to-do lists, phone/address books and the like. System1201′ includes a processing unit 1503 and memory 1505. A system bus 1507couples various system components including memory 1505 to processingunit 1503. Memory 1505 includes read only memory (ROM) and random accessmemory (RAM). A basic input/output system (BIOS), containing the basicroutines that help to transfer information between elements withinsystem 1201′, such as during start-up, is stored in the ROM. Memory 1505may also include external memory in the form of memory cards or memorysticks inserted into a suitable port provided in the housing for thecomponents of system 1201′. A touch-sensitive display screen (e.g., atouch-sensitive liquid crystal display screen) 1509 is also connected tosystem bus 1507 via an interface 1511. Inputs via touch-sensitive screen1509 are typically made using a stylus. Other input devices 1513 such aspushbuttons, switches, pointing devices and the like are also connectedto system bus 1507 via an interface 1515. The input devices may alsoinclude external keyboards or game control devices (e.g., joystick, gamecontroller). The input devices may be used as game controls (e.g.,starting the game, character movement, character action, etc.) whensystem 1201′ is used with emulator 1303. Games may be written to memory1505 using communication circuit 1521 which may take the form of a modemfor downloading the game from the Internet, for example, or of a cradle(e.g., a USB cradle) for connecting system 1201′ to a personal computer.

[0263] One or more speakers 1517 are connected to system bus 1507 via anaudio interface 1519 to output sounds. A communication circuit 1521 isconnected to system bus 1507 via a communications interface 1523 topermit communication with other devices. By way of illustration,communication circuit 1521 may, for example, be a modem andcommunications interface 1523 may be a serial port. Generally speaking,communication circuit 1521 may be configured for wired or wirelesscommunication in accordance with any conventional communicationprotocol. A power supply 1525 provides power for the components ofsystem 1201′.

[0264] Any patent documents mentioned above are hereby incorporated byreference into the present application.

[0265] Although the present invention has been described and illustratedin detail, this description is for illustrative purposes only and is notto be construed as limiting the present invention.

We claim:
 1. A global positioning system (GPS) cartridge for use with agame machine having a processing system to execute a video game programand player controls operable by a player to generate video game controlsignals, the GPS cartridge comprising: GPS circuitry configured todetermine position based on signals received from GPS satellites; and aconnector that, in use, electrically connects the GPS cartridge to thegame machine so that the position determined by the GPS circuitry isusable during execution of the video game program.
 2. The GPS cartridgeaccording to claim 1, further comprising: a memory for storing a videogame program executable by the processing system.
 3. The GPS cartridgeaccording to claim 1, wherein the game machine is a hand-held gamemachine.
 4. The GPS cartridge according to claim 1, wherein the GPScartridge is adapted to receive a replaceable video game programcartridge when the GPS cartridge is connected to the game machine. 5.The GPS cartridge according to claim 1, wherein the GPS cartridge isadapted to receive a read/write memory cartridge when the GPS cartridgeis connected to the game machine.
 6. A removable device for use with avideo game apparatus including a processing system for executing a videogame program and user control keys for a user to provide control signalsto the processing system, the removable device comprising: a receiver;position determining circuitry for determining geographic position basedon signals received by the receiver; and a connector for detachablyelectrically connecting the position determining circuitry to theprocessing system of the video game apparatus.
 7. The removable deviceaccording to claim 6, wherein the processing system of the video gameapparatus uses the geographic position determined by the positiondetermining circuitry during the executing of the video game program. 8.The removable device according to claim 6, wherein the positiondetermining circuitry comprises global positioning system (GPS)circuitry.
 9. The removable device according to claim 6, furthercomprising: memory storing a program executable by the processing systemof the video game apparatus.
 10. A removable device for use with a videogame apparatus including a processing system for executing a video gameprogram and user control keys for a user to provide control signals tothe processing system, the removable device comprising: a receiver;velocity determining circuitry for determining velocity based on signalsreceived by the receiver; and a connector for detachably electricallyconnecting the velocity determining circuitry to the processing systemof the video game apparatus.
 11. The removable device according to claim10, wherein the velocity determining circuitry comprises globalpositioning system (GPS) circuitry.
 12. The removable device accordingto claim 10, further comprising: a memory storing a program executableby the processing system of the video game apparatus.
 13. A game machinecomprising: a removably attached global positioning system (GPS)cartridge comprising GPS circuitry configured to determine positionbased on signals received from GPS satellites; a user interface enablinga user to provide inputs to the game machine; and a processing systemoperable in response to user inputs to execute a game program inaccordance with the position determined by the GPS circuitry.
 14. Thegame machine according to claim 13, wherein the game machine comprises ahand-held game machine.
 15. The game machine according to claim 13,further comprising: a display, wherein the processing system isresponsive to user inputs to cause the display to display the positiondetermined by the GPS circuitry.
 16. The game machine according to claim13, wherein the GPS cartridge further comprises a memory for storing avideo game program and the processing system is operable in response touser inputs to execute the video game program stored in the memory ofthe GPS cartridge.
 17. A game machine comprising: radio circuitryconfigured to transmit and receive messages via a paging system; a userinterface enabling a user to provide inputs to the game machine; amemory for storing message credits; and a processing system operable inresponse to user inputs to transmit messages via the paging system ifsufficient message credits are stored in the memory.
 18. The gamemachine according to claim 17, wherein the radio circuitry is providedas part of a pager cartridge that is removably attachable to the gamemachine.
 19. The game machine according to claim 17, wherein theprocessing system decreases the number of message credits in the memoryin accordance with sizes of the transmitted messages.
 20. The gamemachine according to claim 17, wherein the number of message credits inthe memory is increasable in response to user inputs via the userinterface.
 21. The game machine according to claim 20, wherein the userinputs for increasing the number of message credits in the memorycomprise alphanumeric inputs.
 22. The game machine according to claim21, wherein a message based on the alphanumeric inputs is transmitted bythe radio circuitry to a remote location for authentication of thealphanumeric inputs and the number of message credits in the memory isincreased only if a authentication message is received by the radiocircuitry from the remote location.
 23. The game machine according toclaim 17, further comprising: a display, wherein the processing systemis operable to cause the display to display indicia indicative of thenumber of message credits in the memory.
 24. The game machine accordingto claim 17, further comprising: a display, wherein the processingsystem is operable to cause the display to display reminder indicia whenthe number of message credits in the memory falls below a predeterminednumber of message credits.
 25. The game machine according to claim 17,wherein the processing system is operable in response to user inputs tocause the display to display messages received by the radio circuitry.26. The game machine according to claim 17, wherein the processingsystem is operable to change the number of message units stored in thememory in response to a message received by the radio circuitry.
 27. Thegame machine according to claim 17, wherein the processing system isoperable to change the number of message units stored in the memory inaccordance with scanned data.
 28. The game machine according to claim17, wherein the processing system is operable to change the number ofmessage units stored in the memory in accordance with data read from amagnetic stripe.
 29. A video game machine comprising: radio circuitryconfigured to transmit and receive messages over a wirelesscommunication network; a user interface enabling a user to provideinputs to the video game machine; a memory for storing message credits;and a processing system operable in response to user inputs to transmitmessages via the wireless communication network if sufficient messagecredits are stored in the memory.
 30. A removable device for use with avideo game apparatus including a processing system for executing a videogame program and user control keys for a user to provide control signalsto the processing system, the removable device comprising: an electricalconnector that detachably electrically connects the removable device tothe video game system; two-way wireless radio frequency communicationcircuitry for communicating over a wireless communication network; and amemory including a first memory portion for storing instructions forperforming wireless operations using the two-way wireless radiofrequency communication circuitry and a second memory portion forstoring instructions for a video game executable by the processingsystem of the video game system.
 31. A video game apparatus comprising:radio frequency communication circuitry for transmitting and receivingmessages over a wireless communication network; storage for storinggame-related activation data included in received messages; and aprocessing system for executing a video game program, the video gameprogram including embedded game features that are activated by thegame-related activation data stored in the storage.
 32. The video gameapparatus according to claim 31, wherein the processing system isembodied in a hand-held unit, and the radio frequency communicationcircuitry and the storage are embodied in a device that is detachablyconnectable to the hand-held unit.
 33. The video game apparatusaccording to claim 31, wherein the game-related activation datacomprises game character activation data for activating video gamecharacters.
 34. The video game apparatus according to claim 31, whereinthe game-related activation data comprises collectible activation datafor activating video game collectibles.
 35. The video game apparatusaccording to claim 31, wherein the game-related activation datacomprises game level activation data for activating additional videogame levels.
 36. A video game apparatus comprising: radio frequencycommunication circuitry for transmitting and receiving messages over awireless communication network; storage for storing video gameintervention data included in received messages; and a processing systemfor executing a video game program for a video game, wherein video gameinterventions are provided based on the video game intervention datastored in the storage.
 37. The video game apparatus according to claim36, wherein the message including the video game intervention data iscommunicated from another video game apparatus.
 38. The video gameapparatus according to claim 36, wherein the video game interventiondata comprises video game elements solicited by a player playing thevideo game.
 39. The video game apparatus according to claim 36, whereinthe video game intervention data comprises video game elementsunsolicited by a player playing the video game.
 40. The video gameapparatus according to claim 36, wherein the video game program includesa limit on the number of video game interventions during the playing ofthe video game.
 41. The video game apparatus according to claim 36,wherein the message including the video game intervention data isresponsive to a background message transmitted by the video gameapparatus during the playing of the video game.
 42. The video gameapparatus according to claim 41, wherein the video game program permitsthe setting of a limit on the number of background messages transmittedduring the playing of the game.
 43. A hand-held game machine for playinga video game, comprising: a display; radio frequency communicationcircuitry for transmitting and receiving messages over a wirelesscommunication network; and a processing system for executing a videogame program that generates game displays on the display, wherein thevideo game program includes instructions for automatically transmittinggame player identification information over the wireless communicationnetwork.
 44. A hand-held game machine for playing a video game,comprising: a display; radio frequency communication circuitry fortransmitting and receiving messages over a wireless communicationnetwork; and a processing system for executing a video game program andfor controlling the communication circuitry to communicate one or bothof sound and visual data over the wireless communication network. 45.The hand-held game machine according to claim 44, wherein thecommunicated one or both of sound and visual data comprises one or bothof compressed sound and visual data.
 46. A hand-held game machine,comprising: a display; radio frequency communication circuitry fortransmitting and receiving messages over a wireless communicationnetwork; and a processing system for executing a video game program,wherein the processing system is responsive to a received message fordisabling the radio frequency communication circuitry.
 47. An accessorydevice for detachable connection to a video game machine comprising:wireless communication circuitry; and a connector for connecting to thevideo game machine, wherein the wireless communication circuitry isoperative to at least receive wireless communications even when theaccessory device is detached from the video game machine.
 48. Theaccessory device according to claim 47, further comprising: storage forstoring the wireless communications received when the accessory deviceis detached from the video game machine.
 49. The accessory deviceaccording to claim 47, further comprising: a notification circuit forproviding notifications when wireless communications are received.